There's the
central hub for an interstellar portal system that provides instantaneous transport to most of the galaxy somewhere around there as well.
Fortunately (well, given its superweapon status), it looks like the temple and Infinity Gate were destroyed ten years ago, back in 31 BBY. Lucky us. And lucky Dr. Snark -- instantaneous transport would pretty much break the whole setting, so I'm glad that's not a possibility.
At any rate, having (slightly) calmed down from my earlier

, I think there are a few possible ways of recovering the praxeum ship.
- "Recover the Chu'unthor (Sneaking Option)" would have us sneak onto the planet, sneak onto the ship, figure out its controls, activate the automation and ASAP fly it away, specifically to park it in orbit above our Kiln base.
- "Recover the Chu'unthor (Speaking Option)" would have us meet with one of the clan leaders (most likely 'Mother Rell' of the Singing Mountain Clan) to ask permission before claiming and flying away with the praxeum ship.
- "Recover the Chu'unthor (Shooting Option)" would have us send some/all of our assault troops onto the planet, activate the ship, and fly it away, dealing with any obstacles by shooting it in the face.
I'd prefer either the Sneaking or Speaking option, since I'd still like to reach out to the Dathomir clans to join the CNS, and shooting them in the face might get in the way of that.
Likewise, unless we score a crit on Intrigue and manage to cast someone else as the villain for stealing with ship, I suspect that sneaking in and taking the ship right before we show up to negotiate their entry into the CNS must give rise to some suspicion. So the "Speaking Option" would probably be safest.
Still: I consider this one an absolute must-have for either this turn or next.
@Dr. Snark, can we add a write-in for this? Or could we add it as a reward for rolling a high/critical success on the current 'CNS Recruitment > Dathomir' Diplomacy action?
On an unrelated note, I had some thoughts about our 'New Bases' purchases. We get 1 free one, but we should consider purchasing two (or more) since they're so easy to convert into income.
Naboo: Surprisingly the one spot that was offered to you to build a mansion is still unoccupied with your men bluntly confirming that it was made sure that the area is kept free for at least a few more years just in case you decide to buy the place. Its not far from Theed and in a particularly beautiful area. Cost: 200 Reward: Mansion on Naboo
Naboo is... kinda blah. I suspect we could pretty easily turn this into another 'Luxus-Resort' as we did with the Dantooine mansion, and it might help us get closer to Padme, which is always fun. But still, it doesn't get me excited.
Nemodia: While you might be playing the role of a neutral faction in the war the Trade Federation is still grateful enough to you for your past aid to mark a nice mansion on Nemodia for you to buy to "foster better relations." Fact of the matter is that said mansion would be on a planet where the TF has many droid factories... Cost: 200 Reward: Base on Nemodia
Neimoidia looks like it'd give us access to the Trade Federation's droid factories. Again, kinda 'meh', especially given the low quality of the B-1 series and the fact that we're already producing a bunch on our own.
Castell: You've had some good dealings with the Commerce Guild in the past, and you've located a plot on Castell that you might be able to build up into a decent trading facility. Cost: 200 Reward: Facility on Castell
We've previously worked with Shu Mai, and Castell is a highly-populated system located in the inner 'Colonies' region, right smack dab in the middle of the Perlemian Trade Route (aka 'The Axis', aka one of the five biggest hyperspace lanes in the entire galaxy). If we're looking to increase our 'Trade' income, Castell probably has the single biggest growth potential of any base option currently listed. In addition, Castell will probably fall to Republic forces in the near future, forcing Shu Mai and most of the Commerce Guild to withdraw to Felucia -- which means there's going to be a
bunch of loot up for grabs in the near future. Finally (!) it's also the site of Orbital Shipyard CC-24, that will become one of the biggest Sienar production facilities in the galaxy.
Scipio: Leveraging a few contacts within the IGBC has given you the chance to get some valuable property on Scipio itself, and it would be so very close to some very fat bank accounts... Cost: 200 Reward: Property on Scipio
Scipio is an inhospitable mountainous ice-planet. However, it's also the headquarters of the InterGalactic Banking Clans and the site of their many
many bank vaults. In another year or so (
in canon at least), Count Dooku would force the head of the IGBC to increase interest rates
only on the Republic. The Republic treats this as the IGBC formally joining the Separatists, and launches an invasion. Once the Republic seizes the planet, Palpatine manipulates the Senate to give him
direct control of
all Banking Clan assets, which gave him
tremendous economic power (and lots of cash for bribes...). If we purchase property on Scipio, our small-scale benefits would be minimal -- we might gain a toehold in the financial sector, perhaps start a bank specifically for Neutral systems and provide lines of credit to the CNS. However, the large-scale benefit would be immense. Having our own base on-site could give us the leverage and access we need to seize the Banking Clan assets
before Palpatine could get his dirty hands on them.
Lianna: Raith has pointed out that if you want to truly give a sign of partnership with him you could always establish a Karada corporation branch on Lianna. He's even pointed out a good facility for you to move into. Cost: 200 Reward: Facility on Lianna
Lianna is the headquarters of the Sienar Fleet Systems. Establishing a Karada Corp branch in the system might be a nice show of good faith, but I'm not sure what we'd gain. (Perhaps some medical training for pilots?) Unless I see more, this one doesn't really excite me much.
Corulag: Alternatively, Raith is willing to set aside some property on Corulag if you're willing to help invest in the more clandestine Advanced Research Division branch of his company. Cost: 200 Reward: Facility on Corulag
Starship research. This sounds a lot more fun... but also a lot more expensive, and less likely to give us much if any 'return on investment'.
Kashyyyk: While it's been some time since you've last worked with the Wookies your contributions to them have still been remembered and they would be willing to offer you the chance to purchase property on the planet if you choose. Cost: 200 Reward: Facility on Kashyyyk
Yes. Just... yes. Kashyyk is the Wookie homeworld. We're talking 8-foot tall,
ridiculously strong beings that are known for being hard workers (Wookie engineers designed & built the original Devastator tanks) and for being fearsome warriors (Chewie's
bowcaster is actually a traditional Wookie weapon).
This could easily turn into another recruiting station for the Abyss Watchers to gain Wookie warrior squads to our roster of forces, as well as a production facility for military supplies for the rest of the CNS. Lots of possibilities here.
Also, speaking of Chewie, it looks like he recently turned 181 or so (a good age for a young Wookie). At some point (I can't figure out when), Chewie will be captured by Trandoshans and brought to the nearby moon of Wassakh to be hunted for sport -- Chewie would escape with the help of Padawan Ahsoka. Unfortunately, I can't figure out
where in the timeline that series of events (end of 'Clone Wars' season 3, specifically the episode "Wookie Hunt") would take place. However, if we have a base in Kashyyyk, we should be able to learn when the slave raid(s) take place, intervene and hopefully recruit Chewie for our organization. He did serve as a Wookie general alongside Yoda (!) during the Battle of Kashyyyk, so we know he's capable, and we also know that with The Silencer and Grievous and Thrawn, he'll probably learn a
lot more about warfare than he'd
ever learn on his own. Plus we could always figure out how to miniaturize and mass-produce bowcasters for our own forces....
So, for base purchases
this turn, my vote would be for Castell and Kashyyyk. The Republic's invasion of Scipio won't occur until the very end of the war (19 BBY in canon, possibly even later in this timeline since Palpatine won't pull the trigger on Order 66 until he's arranged everything to his satisfaction), so it's not quite as urgent. We get one free base purchase, so buying both Castell and Kashyyyk would only cost 200 credits this turn.
As for the 'free Base upgrade'... the most cost-effective option would be to use it for the Kiln fortified mansion/personal retreat, given that it's the most expensive single option listed.
[] Build personal Retreat: Build a personal Retreat/Fortified Mansion on the planet to have a place to escape to in case of trouble in the known parts of the Galaxy. Cost: 200 (Takes 2 turns)
To be fair, we do kinda need a 'bug-out' place in case everything falls apart. More than that, I also kinda suspect that there's a whole 'upgrade tree' that we've missed by leaving that upgrade 'unbought' for so long.